Large Aberration, Neutral Evil
Armor Class 18 Natural armor
Hit Points 149 (16d10 + 64)
Speed 60 ft.
STR
21 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
17 (+3)
CHA
5 (-3)
Skills Perception +13, Stealth +10
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Psychic
Condition Immunities Blinded, Exhaustion
Senses Darkvision 180ft, Truesight 60ft, Passive Perception 23
Languages Deep speech
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Psychic Redirection. If an attack were to deal psychic damage to AB-14, that much damage would instead be done to a creature of AB-12’s choosing that has looked into his eyes this turn and is within 60ft of him.

Unerring Sight. AB-14 can not be magically blinded and it is able to see in bright light, dim light, darkness, and magical darkness without difficulty.

Hardened Skin. AB-14‘s entire body is covered with a thick plating that protects it except over its eyes.

legendary Resistance (1/day). If AB-14 fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. AB-14 can makes one slam attack and then uses paralyzing gaze.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 19 (3d8 + 5) bludgeoning damage.

Paralyzing gaze. AB-14 stares into the eyes of one creature within 60ft of it. The targets brain is flooded with overwhelming stream of information. failure: the target is stunned until the end of their next turn. Success: They take 3d6 psychic dama

Bonus Actions

Out of sight. AB-14 projects false images into the mind’s those who are looking at it. Anyone who is looking at AB-14 within 120ft of him must make a wisdom saving throw: DC 16. Failure: target creature can no longer actively try to perceive AB-14. The only time creatures affected by this can see him is if they are not actively trying to look at him, like accidentally seeing him out of the corner of your eye, or seeing him in the background while focusing on something else, but the moment you try looking for him he will disappear. He can still be perceived through truesight, blindsight, and tremor sense. While the target is unable to see AB-14 in this way, they can not be affected by paralyzing gaze. You are able to see AB-14 as normal again either at the end of your next turn or if sustain damage. Success: you continue to see AB-14 as normal. This bonus action can only be taken at the end of AB-14’s turn.

Legendary Actions

AB-14 can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. AB-14 regains all legendary actions at the start of its next turn. 

Rush. AB-14 moves up to it’s movement speed and makes one slam attack.

infuriated screech. AB-14 lets out an ear piercing screech. Every creature within 60ft of AB-14 must make a wisdom saving throw: DC 16. Failure: affected creature can not make reactions and takes 7 (2d6) psychic damage + 7 (2d6) thunder damage.

Glare (Costs 2 Actions). AB-14 uses paralyzing gaze.

Mythic Actions

 

 

Description

AB-14 is a lab experiment with many eyes all across its body that is meant to be able to transfer information through eye contact which it uses to overload targets and alter their perception. Sorry if this isn’t a great stat block I made it in a rush and this is my first one.

Miss_a_step123

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